110,876 Commits over 3,897 Days - 1.19cph!
Hopefully prevent battering ram door from bricking Aux2
Merge from cmBrainEnabled
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists)
Convar is saved and defaults to off
December 2024 poster backups
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating
Previously only worked if the local player was in debug cam mode
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads
Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
Create menu in editor that lists all monuments so you can easily open the scene
- use codegen to generate menu since unity wants to use attributes to configure their UI
- run codegen after RPC & convars
Also create menu to open monument island & assign a specific monument as the prefab
Another attempt to fix the player corpse not implemented exception
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Call SetHeld(false) before clearing the owner player rather than after
Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
Fixed case where player could hit their own shield with melee weapons
Enabled shield compatibility on:
Skinning Knife
Water Pistol
Candy Cane Club
Flashlight
Concrete hatchet + pickaxe
Lumberjack axe
Shovel
Bone Knife
Frontier Hatchet
Combat Knife
Stone Pickaxe
Show whether a gun can be used with a shield in the info panel
Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
Improved the RustIcon picker, it now displays the enum names and let you scroll through all the available options
Ballista constructable ground watch
Added convar (accessibility.disableMovementInInventory) to block player input when then inventory screen is open.
Added a UI toggle option for it in the Accessibility options menu UI.
weapon camera clipping fixes
When generating covers, automatically delete previously spawned sub monuments
Added wheel FX to Ballista
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
Ballista damage redirection
Setup Medieval Metal Double Door Skin Asset File
Game Manifest Update
merge from fix_barricade_placement_excavator -> main
Mark coal piles at excavator as "barricades allowed"
merge from fix_antihack_kick_reserveslot -> main
- Added catapult wheel effects
- Sorted siege tower wheel effect positions
Look deving broken wood floor on jungle floor pieces
WIP: rewriting stream processing to gather frame data during pre-process step
- Should fix invalid make placement in a frame + be more efficient to generate, as we only do 2 stream scans per thread stream instead of 4.
Not complete, need to track down why alloc offsets are invalid for last frame.
merge from fix_exavator_bucket_lod -> main
merge from fix_exacator_bucket_lod -> main
Deployable positionOffset renamed to guideMeshPositionOffset
Removed duplicate normal map compression on workshop items
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place)
- Increase catapult max place distance to support the larger build check radius
Added player check triggers to catapult, battering ram and ballista constructables
Battering ram damage renderer
- Setup to allow constructables to block repair if any player is ontop of the entity
- Push toast to the 'repairer' to let them know
- Added to siege tower initially
Material bug fix on construction stage ballista
Upgraded and recompiled the GfxPluginDLSSNative dll and fixed the DLSS artifacting when using Ultra Performance mode or small resolutions